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Sunday, 28 August 2011

One of the players in my on-going Labyrinth Lord games is playing a cleric, and has chosen to be a follower of a deity called Hegg, the god of blades. He asked me if there were any special spells which he could use as a follower of this god, and, not having given the deity much thought beyond the name, I suggested that maybe we could come up with say one new spell per level, to give devotees of Hegg a little bit of unique flavour. I think that's a pretty nice system for clerics, that would give followers of each cosmic power their own noteworthy abilities, without getting into the realm of making up whole new spell lists for them all.

Here are the spells we've developed for the god of blades. (Note: in my campaign clerics have no weapon limitations, so these guys are quite able to use the bladed weapons they're enchanting!)

The cleric touches a bladed weapon, which becomes enchanted for the duration, granting +1 to hit and damage. The blessed weapon does not count as magical for the purposes of striking foes which can only be hit by magical weapons.

Conjure Blade Level: 1
Duration: 6 turns
Range: 0

The last salvation of the god of blades, this spell brings forth a bladed weapon from thin air. Any normal type of bladed weapon can be produced.

Anoint Blade Level: 2
Duration: 6 turns
Range: Touch

This spell imbues a single bladed weapon with divine energy, making it temporarily magical. The weapon gains a +1 magical bonus, and an extra +1 for every four levels of the cleric above 3rd, to a maximum of +5 (so, +2 at 7th level, +3 at 11th level, +4 at 15th level and +5 at 19th level). To enchant the blade, the cleric must anoint it with a vial of holy water, which is consumed.

Protection from Blades Level: 3
Duration: 12 turns
Range: Touch

While under the effects of this spell, the subject is completely invulnerable to damage from normal, non-magical blades.

Sword Guardian Level: 4
Duration: See below
Range: Self

The cleric gains the protection of several magical, glowing swords (one blade per two caster levels), which hang in the air by his side, ready to strike any who engage him in melee. Every time the caster is targeted by a melee attack, one of the magical swords will strike back at the opponent, hitting automatically, and dealing 1d8 damage. The target must also make a save versus paralysis or be stunned for 1d4 rounds. Once a sword has attacked it vanishes. The magical swords last for one turn per level of the caster, or until all of them have expired.

Blade BarrierLevel: 5
Followers of the god of blades can use this spell one level earlier than normal.

Subtle Knife Level: 6
Duration: 1 day
Range: Touch

The cleric enchants a knife, giving it the ability to cut the fabric of reality separating parallel worlds. Using the knife, the cleric can cut open a doorway to another world, including, at the Labyrinth Lord's option, the various planes of existence. A single doorway can be created per use of the spell, and it remains open for one day, allowing access in both directions to any who come across it. However, the dimensional doorway cut with the knife is difficult to detect, being only visible as a thin tear in the fabric of space. Those who know its location can easily pass through, but others must make a normal roll to detect secret doors in order to find it.

Holy Sword Level: 7
Duration: See below
Range: Self

Swearing a mighty oath before his deity, the cleric is granted a holy avenger sword (see the AEC magical items section) for the purposes of fulfilling an epic quest. The sword is only granted if the quest is deemed of great import to the cleric's deity, and if such a powerful weapon is truly necessary. If the quest deemed worthy, the sword will last until the goal is completed. During the quest, the cleric gains the advanced benefits of the sword (usually only gained by paladins) while wielding it directly in pursuit of the goal.

Such an oath is not without downsides, however, as the cleric is sworn to complete the quest with all haste. Any delay or retreat causes the sword to lose its powers, and the cleric will come under the effects of a curse, in a manner similar to the quest spell.

If the cleric dies with the quest unfinished, the sword remains and may be taken up by another, who must also swear an oath before the deity and take over the cleric's role, gaining all the benefits of the sword and the urgency to complete the quest.

When the quest is successfully completed the sword vanishes, its purpose fulfilled. The victorious cleric is usually granted some boon by his deity in this case.